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The Colliding Kingdoms

The Colliding Kingdoms

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You are adventurers, being presented with numerous quests in the constantly warring lands of Salvaroth and Caramine. Salvaroth's citizens are polite, abeit arrogant, and prefer the comfort of their homes instead of

501 readers have visited The Colliding Kingdoms since Sephire created it.

Copyright: The creator of this roleplay has attributed some or all of its content to the following sources:

http://adventurerswanted.com/ http://dnd.wizards.com/ (kinda)

Introduction

The realm in which these quests are assigned is called the realm of Salvaroth-Caramine. For eons the two planes (inter-dimensional, as part of Caramine is within the Other-World aka Aether-World) have been living peacefully together, and the world prospered. Then the Great War raged through the land, spreading uncertainty and mistrust. An evil greater than all the nobles could've imagined had been stirring up trouble between the lands, and the lords and true kings vowed (oftentimes referred to as the Greater Pact, or the Royalty's Promise) that there would never be a true king in the lands of Salvaroth-Caramine until this evil was destroyed for good, and the lands had been restored to their former glory.
The two territories hardly ever interacted, but when they did, it meant trouble. The two were called the Polar Opposites for a reason, and one a fight was started, it would only get worse from there. Salvaroth's people were mostly aethists, with a Deist or two thrown in here and there. They were hard-headed and slightly short-tempered. Caramine's residents, too, had their own tempers, but had a more carefree attitude than Salvaroth's people. Still, Caramine was very religious, and rumors spread quickly there. political debates as well as street fights weren't uncommon when dealing with such matters.
The Runic Council had suspected for a long time that the evil they were facing was linked to a necromancer named Aeldrik the Elder, a cultist from the distant land of Mirage named Slikka, and an unknown person. They have sent many quests to defeat this evil, to rid the land of its troubles - but are you up for the challenge?

Toggle Rules

1) The Earthen laws of physics govern this universe/land, and laws of magic are also in place. Magic is much like an array of strings (think of twine, or orchestral strings), and wizards/clerics pluck these strings of magic in order to use it - for good or evil.
2) Honor is much more important than treasure, or the like. Any magic bag without an owner you encounter is of utmost importance, as it is first priority to almost every (the select few who do not follow this code of honor are either evil, or have turned rogue) adventurer to return these bags.
3) As a side-note not having to do with the lore of Salvaroth, anything is possible. Suggestions or paths to take may be listed, and advice given, but you do not have to necessarily follow them.

Also, this universe is heavily based off of Dungeons and Dragons, and may include monsters and such figures from the fandom. Any work beside the storyline and universe in and of itself is not mine to own. Adventurers Wanted (author: M.L. Foreman; I believe that is the correct spelling of his name) elements will also be encountered, such as magic bags and honor. So farewell, adventurers, and may fortune smile upon you.

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Events

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Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

Arcs

Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.

Add Quest » Quests

You can create Quests with various rewards, encouraging your players to engage with specific plot lines.

Add Setting » 1 Settings for your players to play in

Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.

Navigation

While not required, locations can be organized onto a map. More information soon!

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Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

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Spawns

Locations where Mobs and Items might appear.

Events

You can schedule events for your players to create notifications and schedule times for everyone to plan around.

Permissions

Add and remove other people from your Universe.

The Forge

Use your INK to craft new artifacts in The Colliding Kingdoms. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

Notable Items

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The Market

Buy, sell, and even craft your own items in this universe.

Market Data

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